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Intro to Computing – Weeks 1 & 2

Week 1 – Importance & Scope of Information Technology

  • IT turns former dreams into present-day realities; many existing conveniences have been enhanced through computing.
  • Societal dependence on IT spans communication, commerce, science, health, art, governance, and daily living.
  • Ethical lens: wider access → digital divide; innovation → obligation to build inclusive, secure, and sustainable tech.

Why Choose a Career in Computing?

  • Job Market
    • Government forecasts predict high demand “well into the future.”
    • \text{IT unemployment rate} \approx \text{half the national average in many countries} (contextual industry fact).
  • Social Dimension
    • Work is highly collaborative; communication skills are rewarded.
  • Mobility
    • Global demand allows remote work, freelancing, or relocation abroad.
  • Innovative Space
    • Graduates design “the world of tomorrow” → continuous creativity.
  • Flexibility
    • Options: \text{full-time office} \; | \; \text{part-time remote} \; | \; \text{short-term contracts}.
  • Variety
    • Roles span development, design, management, research → reduced boredom.

Nature of the BS in IT Field of Study

  • Covers planning, installation, customization, operation, administration & maintenance of hardware + software infrastructure.
  • Goal: produce computing solutions tailored to organizational needs.
  • Graduates select, develop, integrate & manage tech across the enterprise.

Program Goal (CSTA BSIT)

  • Produce globally competent, innovative, socially & ethically responsible professionals.
  • Emphasis on lifelong learning & contributing to national development.

Industries Actively Hiring IT Graduates

  • Transportation / Travel
    • AI for self-driving cars; safer avionics.
    • Jobs: software engineer, logistics engineer, supply-chain engineer, data scientist.
  • Education
    • Ed-Tech products aim to reform learning.
    • Roles: technical implementation analyst, web developer, IS analyst.
  • Healthcare
    • Tech drives medical research & clinical systems.
    • Roles: clinical informatics manager, interface developer, business analyst.
  • Retail & E-Commerce
    • Digital storefronts, immersive in-store experiences.
    • Roles: customer analytics manager, mobile experience manager, data scientist.
  • Media & Entertainment
    • 5G → new content forms; disruption & growth.
    • Roles: web/app developer, audiovisual engineer, data analyst.
  • Finance & Insurance
    • Secure, efficient data handling.
    • Roles: business analyst, applications architect, network admin.
  • Manufacturing
    • Highest-paid title: information technology manager.
    • Need for secure, optimized shop-floor systems.
  • Telecommunications
    • Critical dependence on IT for network operations.
    • Roles: data-center ops manager, IT director, info-sec specialist.

Week 2 – Professions & Careers in Computing

  1. Computer & Information Research Scientist – invent new tech & improve existing.
  2. Computer Network Architect – design WAN/LAN/intranets.
  3. CNC Programmers/Operators – laser cutting, EDM, lathes.
  4. Computer Programmer – write code instructing computers.
  5. IT / IS Manager – oversee organizational tech.
  6. Computer Scientist (theorist, analyst, DB admin).
  7. Computer Teacher – academia & training.
  8. Computer Technician – install/repair hardware.
  9. Computer Hardware Engineer – design & optimize physical systems.
  10. Computer Operator – run & secure hardware systems.
  11. Software Engineer – develop OS, games, word processors.
  12. Support Specialist – help-desk & tech support.
  13. Systems Analyst – design networks, advise on equipment/software.
  14. Database Administrator – organize & secure data.
  15. Information Security Analyst – defend against cyber-threats.
  16. Application Software Developer – programs for PCs, phones, SaaS.
  17. Systems Software Developer – OS, game engines, cloud platforms.
  18. Systems Administrator – ensure network uptime meets user needs.
  19. Web Developer – HTML, CSS, JS, Ruby, Perl, ASP, PHP.
  20. Game Developer – build playable products from design docs.
  21. UI/UX Designer – research, wire-frame, prototype interfaces.
  22. Graphic Designer – craft visual communications.

Computing Domains (Academic & Research Perspectives)

  1. Computer Science Theory
    • Limits of computation, algorithmic complexity.
    • Cryptography – encryption/decryption security models.
    • Machine Learning – design new algorithms & learning bounds.
  2. Hardware Engineering – chip architecture, circuit design.
  3. Networking – protocols, QoS, P2P algorithms, load balancing.
  4. Graphics – animation, data visualization.
  5. Programming Languages – optimization, functionality, productivity.
  6. Software Engineering – large-scale design & implementation.
  7. Systems Programming – OS, DBMS, distributed computing; resource profiling.
  8. (Number skipped in transcript) 9. Information Technology – end-to-end creation, storage, security & exchange of e-data; coined by Harvard Business Review.

Five Computing Disciplines

  • Computer Engineering – design circuits, microchips, instruction sets.
  • Computer Science – architectures & programming foundations.
  • Information Systems – business-oriented application of tech; fits students with lighter math aptitude.
  • Information Technology – hands-on equipment/software deployment, security, maintenance.
  • Software Engineering – disciplined creation of reliable, scalable software, often safety-critical.

Core IT Knowledge Areas

  1. IT Fundamentals – keyboarding, word-processing, core concepts.
  2. Human-Computer Interaction – user-centered design lifecycle.
  3. Information Assurance & Security – human factors, risk, ethics.
  4. Information Management – DB design, SQL, data modeling.
  5. Integrative Programming & Technologies – APIs, scripting, middleware.
  6. Math & Statistics for IT – discrete math, counting, digital logic.
  7. Networking – layered models, distributed computing, security.
  8. Platform Technologies – CPU, memory, OS internals, I/O, multi-user systems.
  9. Programming Fundamentals – logic formulation, problem solving.
  10. System Administration & Maintenance – Windows/Linux account & resource mgmt.
  11. System Integration & Architecture – strategies & emerging trends.
  12. Social & Professional Issues – ethics, privacy, IP, cyberlaw, digital divide.
  13. Web Systems & Technologies – (content truncated in source) web foundations.

Definition of a Computer

  • General-purpose programmable device executing arithmetic & logic automatically.
  • Historical term “computer” (17th c.) originally described human calculators.

Early Computing Devices & Their Significance

  • Abacus (c.2400\,\text{BC} Babylonia; developed in China 12^{th} century AD) – first manual data-processing frame.
  • Napier’s Bones (1617) – reduced multiplication to addition via logarithms.
  • Oughtred’s Slide Rule (17th c.) – two logarithmic rulers → rapid multiply/divide.
  • Leibniz Stepped Reckoner (completed 1694) – add, subtract, multiply, divide, extract \sqrt{\phantom{x}}.
  • Babbage Difference Engine (started 1822) – polynomial root/log table automation.
  • Babbage Analytical Engine (concept) – operation cards + variable cards → ancestor of stored-program idea.
  • Hollerith Tabulating Machine (1890 US Census) – 3\,\times5 inch punched cards; processed 300 cards/min; progenitor of IBM.
  • Jacquard Loom (demonstrated 1801) – punched-card controlled textile patterns → inspired computing input media.
  • Arithmometer (patented 1820; manufactured 1851–1915) – first dependable office calculator.
  • Comptometer (patented 1887) – key-driven, ultra-fast mechanical calculator.

Pioneering Electronic & Electro-Mechanical Computers

  • Colossus (prototype 1943; operational 1944) – first programmable electronic digital computer; cracked Lorenz cipher.
  • Harvard Mark I / ASCC (completed 1944)
    • \approx50\,\text{ft} long × 8\,\text{ft} high.
    • 700{,}000 moving parts; processed 8-digit numbers; multiplied three 8-digit nums in 1\,\text{s}.
  • ENIAC (1943-1946)
    • 18{,}000 vacuum tubes; >1000× faster than electro-mechanical peers.
    • Solved nuclear physics problem in 2 hours vs 100 years manually.
  • EDVAC (1946-1949)
    • Introduced binary arithmetic + stored-program capability.
  • EDSAC (first run 6\,\text{May }1949) – built at Cambridge; mercury delay-line memory.
  • Atanasoff-Berry Computer (1939-1942)
    • Solved up to 29 unknown linear equations.
    • Court ruling 1973 credited Atanasoff as originator of electronic digital concepts.
  • UNIVAC I (commercial release 1951) – first U.S. commercial computer.

Influential Personalities

  • Ada Lovelace (1815–1852) – authored first algorithm → “first programmer.”
  • Charles Babbage (1791–1871) – “father of the modern computer;” programmable machine concept.

Computer Generations (Electronics Milestones)

  1. First Generation – vacuum tubes.
  2. Second Generation – transistors.
  3. Third Generation – integrated circuits.
  4. Fourth Generation – very-large-scale integration (VLSI); current mainstream.
  5. Fifth Generation (emerging) – AI, quantum, nanotech.

Ethical & Practical Implications (Cross-Topic)

  • Cybersecurity threats → mandatory IA&S knowledge.
  • Data privacy laws (e.g., GDPR, DMCA) influence system design.
  • Social justice: bridging digital divide, ensuring accessibility & inclusivity.
  • Lifelong learning: tech half-life demands continual upskilling (~2-3 years per major paradigm shift).

Real-World Connections & Study Tips

  • Map academic domains to job roles (e.g., Networking → Network Architect; HCI → UI/UX Designer).
  • Build foundational math & logic early; underpins algorithms, cryptography, AI.
  • Practice ethical decision-making scenarios (privacy breach, IP theft, bias in ML).
  • Follow historical evolution to appreciate current abstractions (cards → assembly → high-level languages → cloud APIs).
  • Engage in projects spanning multiple knowledge areas (e.g., web app with secure DB + responsive UI) for integrative competence.